Super Mario Bros. 1X (Oh no!)

Share your work-in-progress SMBX episode or browse and support others'.

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Snessy the duck
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby Snessy the duck » Wed Oct 26, 2016 12:42 pm

From what I've played of the demo, it looks pretty good, although I ran into some bugs while playing:

1. When I got a hurry up sound in 4-2, the desert map music and the regular underground theme began playing over eachother
2. The goombas can clip ontop of some of the small ledges in 5-1
3. The spinies that lakitu throws in 6-1 are cut off

Also, I don't think NSMB DS music fits with the levels, cause it sounds kinda half assed imo, and it doesn't fit with the episode style tbh. Maybe the original SMB1 soundtrack or music from the newer NSMB games would fit more! Also, the spring balls during 2-4's boss are pretty glitchy, and the timer doesn't count up at the end of a castle level, which it should! Also, I think some of the flagpoles need to be spaced out between the blocks before them! Also, the non-hud hardcoded gfx don't load for me for some reason (I have 2.0 beta 3) so that could be a possible bug.

loop
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby loop » Wed Oct 26, 2016 6:24 pm

It looks pretty good, but the worldmap is a huge mess level-wise. That is subject to change, right?

Mayro
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby Mayro » Thu Oct 27, 2016 11:28 am

I really love the level design so far. The world map is a bit of a mess but I assume that's just the "demo" map. Not sure why you start at the end, either.
I also found the spiny level and the bullet bill level to be WAY too hectic. The bullets move way too fast and the spiny level just had too many enemies.
Overall from what I've played, it does seem to be really good and I'm looking forward to seeing the full thing.

Snessy the duck
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby Snessy the duck » Thu Oct 27, 2016 11:46 am

Mayro wrote:I really love the level design so far. The world map is a bit of a mess but I assume that's just the "demo" map. Not sure why you start at the end, either.
I also found the spiny level and the bullet bill level to be WAY too hectic. The bullets move way too fast and the spiny level just had too many enemies.
Overall from what I've played, it does seem to be really good and I'm looking forward to seeing the full thing.
The reason you start at the end is because Spinda accidentally included a 90% done save file in the demo!

ElectriKong
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby ElectriKong » Thu Oct 27, 2016 12:46 pm

Snessy the duck wrote:
Mayro wrote:I really love the level design so far. The world map is a bit of a mess but I assume that's just the "demo" map. Not sure why you start at the end, either.
I also found the spiny level and the bullet bill level to be WAY too hectic. The bullets move way too fast and the spiny level just had too many enemies.
Overall from what I've played, it does seem to be really good and I'm looking forward to seeing the full thing.
The reason you start at the end is because Spinda accidentally included a 90% done save file in the demo!
Still a bit of a mess though. You kind of go all over the place.

underFlo
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby underFlo » Thu Oct 27, 2016 1:24 pm

The world map is weird because the demo has its own world map and I wanted to include both the first demo's levels and the new ones. You can see the full episode's world map in the screenshots.

Mayro
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby Mayro » Fri Oct 28, 2016 5:12 am

I suppose that makes a bit more sense. Can I also say that the Lemmy battle is a bit too difficult because of the bouncy balls being impossible to land on? Because they are.
I sound really negative but it's good to clear out small slip ups :P

ElectriKong
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby ElectriKong » Fri Oct 28, 2016 6:08 am

Mayro wrote:I suppose that makes a bit more sense. Can I also say that the Lemmy battle is a bit too difficult because of the bouncy balls being impossible to land on? Because they are.
I sound really negative but it's good to clear out small slip ups :P
The bouncy balls are nor impossible to land on but their physics are still very weird, and need fixing

Mayro
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby Mayro » Fri Oct 28, 2016 6:17 am

King of Eterity wrote:The bouncy balls are nor impossible to land on but their physics are still very weird, and need fixing
Yeah of course they aren't actually impossible, but they are incredibly difficult and should be bigger in my opinion.
Snessy the duck wrote:Also, I don't think NSMB DS music fits with the levels, cause it sounds kinda half assed imo, and it doesn't fit with the episode style tbh. Maybe the original SMB1 soundtrack or music from the newer NSMB games would fit more!
I agree with this point, too. I can throw something together if you want (although I don't know much about SMBX custom music). In fact, I threw something together earlier if it's needed. I think something in this style might fit but I'm not certain. Link

InactiveAccount00000
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby InactiveAccount00000 » Mon Apr 24, 2017 6:53 am

Cool, why isn't the munchers the super Mario maker ones in 16bit?

PersonNamedUser
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby PersonNamedUser » Mon Apr 24, 2017 10:45 am

SlashStrikeZ136 wrote:Cool, why isn't the munchers the super Mario maker ones in 16bit?
Did you really just bump this thread just to say that?
EDIT:
Also 1800th post

ElectriKong
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby ElectriKong » Mon Apr 24, 2017 10:55 am

Is this project still going? Because no progress seems to have been made.

SuperMarioUltra
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby SuperMarioUltra » Thu Jun 15, 2017 1:42 am

How much more are you done?

ElectriKong
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby ElectriKong » Thu Jun 15, 2017 2:17 am

I think this project has been cancelled or just phased out of development

dynastylobster
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby dynastylobster » Fri Jun 16, 2017 9:11 pm

Spinda wrote:What used to be a collab with Marina and Blueoak but now it's just me!

While this project's been abandoned forever I think there's been a long enough break for me to have some interest in it again.

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Basically the concept is a remake of SMB1 for SMBX, but with our own twists.

Here is an example, taken from world 7-1:
Spoiler: show
Original:

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SMB1X:

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The idea is basically that we take the levels and worlds from the original SMB1 and assign them themes from newer SMB games. The worlds will be as follows:

World 1 - Grass - Mushroom Kingdom Plains
World 2 - Beach - Soda Beach
World 3 - Snow - Slippy Snow Land
World 4 - Desert - Dry Dry Desert
World 5 - Forest - Forest of Illusion
World 6 - Mountains - Vanilla Mountain
World 7 - Clouds - Nimbus Land
World 8 - Lava - Vista Hill
World 9 - Starworld - Rainbow Road
Minus World - ??? - ???


Now have some screenshots:
Spoiler: show
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New Screenshots (11/4/15)
Spoiler: show
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New Screenshots (11/14/15)
Spoiler: show
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World 1 - 5 & Demo World
Spoiler: show
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World 9 (11/4/15)
Spoiler: show
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Minus World (11/14/15)
Spoiler: show
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Flagpole (10/21/16)
Spoiler: show
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Videos (10/24/16)
Spoiler: show


This should be done relatively soon hopefully this decade.

We will keep you updated on how it's going, and we hope you're looking forward to it. :P

Demo 2 Download

Demo 1 Download

Support logo:

Image

Also thanks to Marina and Blueoak for having been part of this as well as bossedit8 and Darkonius for helping with this!
why are all the levels out of order? (i'm using lua btw , sooo... no explanation?)

krakin
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby krakin » Fri Jun 16, 2017 9:25 pm

dynastylobster wrote: why are all the levels out of order? (i'm using lua btw , sooo... no explanation?)
what do you mean by "out of order"? do you not start on world 1?

dynastylobster
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby dynastylobster » Sat Jun 17, 2017 1:15 am

practicalshorty014 wrote:
dynastylobster wrote: why are all the levels out of order? (i'm using lua btw , sooo... no explanation?)
what do you mean by "out of order"? do you not start on world 1?
the first level is 1-3 , and the pipes take you to completely random places , some worlds only have one or two levels , and it forces luigi....

ElectriKong
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby ElectriKong » Sat Jun 17, 2017 2:56 am

It shows all the completed levels so far. This is still WIP (though this project appears to be dead).

Amine Retro
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby Amine Retro » Sat Jun 17, 2017 11:42 am

no spinda is completely working on this project and everything is totally fine :^)

Kley
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Re: Super Mario Bros. 1X (Demo #2 10/24/16)

Postby Kley » Sat Jun 17, 2017 11:50 am

dynastylobster wrote: why are all the levels out of order? (i'm using lua btw , sooo... no explanation?)
You don't have to quote the Original post. If you feel it's necessary, then spoiler it please!


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